Arma 3
TPWCAS_A3
49 Comments
Reticuli 27 Jun @ 12:38am 
"userconfig\tpwcas\tpwcas_v2.hpp not found"
Reticuli 2 Jan @ 1:30pm 
Can this coexist with Simple Suppress and Lambs?
Oatis 8 Dec, 2023 @ 8:24am 
Hell yeah, Nice!
KENIXII 26 Aug, 2023 @ 6:52pm 
still work with arma 3 ai 2023?
KENIXII 31 Jul, 2023 @ 2:39am 
does it compat with asr?
minhduc-dev 27 Dec, 2021 @ 3:31am 
Hi man, I want to ask how are you configuring the file. Setting number
minhduc-dev 12 Nov, 2021 @ 4:27pm 
thanks author
minhduc-dev 12 Nov, 2021 @ 4:27pm 
oh nice
Girdeux 7 Aug, 2021 @ 10:08pm 
This mod is amazing! I feel like the game doesn't need any other AI mods with this running as it feels damn good. I don't suppose there would be an update to configure settings using CBA so we can do it ingame on the fly? I'd also love the ability to make the aiming shake last longer than it does to bring it closer to Arma 2 OA style. All in all there's some extremely awesome work here 👌
Nik Wolf 7 Apr, 2020 @ 9:26am 
our server says that he cant find the tpwcas_script_init.sqf but its sure in the right folder any idea what could there be wrong ?
Lordprimate  [author] 30 Sep, 2019 @ 2:43pm 
@pajamas, never responded to me. as i am sure this mod doesnt, "Break unit stances". I use it on my server and my client, (when i do play) and i havent seen any issues.
Jin 30 Sep, 2019 @ 10:20am 
Does this still work?
Lordprimate  [author] 7 Sep, 2019 @ 4:52pm 
please explain.....
Antidote Jay 7 Sep, 2019 @ 10:05am 
This mod completely breaks unit stances.
Lordprimate  [author] 26 May, 2019 @ 1:55am 
you can however there may be conflicts in the code i dont know for sure as i have been away from the game for a while
Ha1cy0nMeowo ⁧⁧🍂 26 May, 2019 @ 12:14am 
CAN I USE THIS WITH VCOM AI?
loopdk 22 Oct, 2018 @ 2:30am 
does this work wit vcom?
Anfo 19 Jun, 2018 @ 6:33am 
Please ignore second question below about tpwcas_mode, found answer in instructions above :steamfacepalm:
Anfo 19 Jun, 2018 @ 6:17am 
Last questions (and thanks for your attention :steamhappy:). Say my group are about to play on a PvE server. We install TPWCAS to server and Zeus client PC only, would this be sufficient? Or do all clients of the server have to have the mod installed? No problem if we all do.
Are there any modules placed down in the map that indicate what scenario type TPWCAS is acting in? e.g. SP or Coop? Or is this done via userconfig on server?
Lordprimate  [author] 19 Jun, 2018 @ 3:31am 
Follow the directions detailed above for your server and you should be fine. you dont have to use verifysigs however i highly suggest it. again, follow the instructions detailed above. To test, add the debug modules to the map and make sure the zeus is running tpwcas.
Anfo 19 Jun, 2018 @ 2:34am 
that is an interesting point and one I will look into, thank you. Does "allowedFilePatching = 2;" and "verifySignatures = 2;" still apply too for the server?
Lordprimate  [author] 18 Jun, 2018 @ 8:29pm 
does the zeus "player" have tpwcas running on their arma client as well? as far as i remember all of the AI spawned with Zeus are local to that machine. IE the Zeus has to be running the AI mods as well as the server.
Anfo 18 Jun, 2018 @ 8:19pm 
I just noticed a sentence above from the description: "This allows TPWCAS to work for any opfor, blufor or independent on the map, whether editor-placed or spawned." This must mean we are doing something wrong if our Zeus placed AI ignore suppressive fire?
Anfo 12 Jun, 2018 @ 12:25am 
From our testing, Zeus placed units cannot be suppressed. I was wondering if changing the script to a function might fix this?
Lordprimate  [author] 29 Jan, 2018 @ 4:15pm 
If you are setting up a Dedicated server to play by yourself, you and i have alot more in commen then you may think.... going back to the question. If you are only playing this in SP i think you answered the question for yourself. you would only have to do the Client setup. However, If you were running a dedicated server. Even if the server is hosted on the same machine. It is a dedicated server. so then you would follow the server instructions. :)
Strangelove MD. 15 Jan, 2018 @ 11:18am 
Are the instructions to install on both server and client applicable if you are only going to play SP
Lary Da Gamer 30 Oct, 2017 @ 12:02am 
thanks
Lordprimate  [author] 29 Oct, 2017 @ 10:04am 
Actually @ Baraz I believe Lary Da Gamer is talking about @TPW_Mods, similar name, however does have a fall when hit script. The only reason i think that they mean that mod and not ACE is because ACE is So much more.
Baraz 29 Oct, 2017 @ 12:20am 
@Lary Da Gamer : that would be ACE3 (named only Ace in the Workshop).
Lary Da Gamer 7 Oct, 2017 @ 9:20am 
Is this the mod with the bleeding system/falling down when shot?
claus 1 Aug, 2017 @ 12:41pm 
i am still testing it. there might have been a problem with another mod.
Lordprimate  [author] 1 Aug, 2017 @ 12:39pm 
edited, Thanks for the info, thats odd because it shoud not be enabled for vehicles. The only vehicle class that it impact is static weapons, where the gunner is exposed. This has prompted an idea. First ill look into it some how affecting vehicles, which it shouldnt. And then ill work on this idea. thanks for the report. Were you using ONLY cba and tpwcas, can you post the mission.sqm somwhere so i can test your mission? Ill do some tests of my own with debug enabled and check my rpt loggs. It will be clear what i did wrong if the vehicles are being supressed. again Thanks for the report.
claus 1 Aug, 2017 @ 11:56am 
i tested this with tank crews, and i find that if your merkava is being shot at by something that isnt even capable of dishing real damage out, like an ifrit hmg, the gunner and driver (AI) will become unresponsive. which is stupid because the tank is perfectly fine. the gunner wont use his gun when ordered to shoot the ifrit and the driver wont move the tank. essentially, as soon as the tank takes machinegun fire of any type the ai crew will instantly freeze.

for infantry i found this mod works well. but i do think that you should disable the suppression mechanics while in vehicles.
Lordprimate  [author] 22 Jul, 2017 @ 4:15pm 
neetch, enable cba, and twpcas, go into the editor and place a few squads down from each faction. Then place the tpwcas debug module. it is in the OTHER catogory. you will see colored smoke indicating what tpwcas is trying to do. its not %100, meaning that there is ARMA 3 Engine level stuff that will override what tpwcas does, however you can see a difference. give it a go my bro.
n 22 Jul, 2017 @ 1:41am 
@Lordprimate alright well im not sure if i understand how to use this mod then (i tested it on both vanilla ai and asr ai3) but thx for the reply.
Lordprimate  [author] 21 Jul, 2017 @ 12:11pm 
so, im out of the hospital, and ill be doing some test over the next few days of the updated version of tpwcas. Once complete and i am confidant in the code ill push out the update.
Lordprimate  [author] 21 Jul, 2017 @ 11:55am 
neetch....... if you were to test this ONE SHOT THEORY using VANNILLA AI, you will see that is default behavior...... I know this is default behavior, just to be sure i launched ARMA 3 with NO mods and Fired ONE shot at an emey ... he went prone... default behiavior. however, running tpwcas, they tend to move into cover after getting shot at. as with vanilla AI they just stay there and shoot. NOT moving at all. thanks for the heads up though
n 20 Jul, 2017 @ 8:11am 
hm i just tested it out on standing ai's and they still seem to prone even though only 1 shot has been shot near them?
n 20 Jul, 2017 @ 6:21am 
sounds awesome indeed
claus 17 Jul, 2017 @ 6:32pm 
awesome mod by the sound of it, im going to start testing it out now
Lordprimate  [author] 16 Jul, 2017 @ 9:31pm 
@domokun; done and done, thank you.
Update coming out VERY soon!! perpair yourselves..
domokun 16 Jul, 2017 @ 4:15am 
If I may, might want to change your instruction "1: The mod folder contains a >userconfig folder. This goes into your ARMA 3 root folder. Just copy and paste" to "The TPWCAS_A3 mod contains a folder that must be manually copied from its source, e.g. C:\Program Files (x86)\Steam\steamapps\workshop\content\107410\973676897\userconfig\tpwcas to your Arma 3 directory, e.g. C:\Program Files (x86)\Steam\steamapps\common\Arma 3\userconfig"
domokun 16 Jul, 2017 @ 4:07am 
If I may, you should change your instruction "3: When launching your client you MUST Enable File Patching" to "3: When launching your Arma 3 client you MUST Enable File Patching (Arma 3 Launcher/Parameters/Advanced)"
Müller 14 Jul, 2017 @ 10:48am 
Never mind I figured it out.
Müller 14 Jul, 2017 @ 10:41am 
I guess I should know this, but where is the mod folder located?
Müller 14 Jul, 2017 @ 10:35am 
Thanks a lot. Looking forward to trying out the mod.
Lordprimate  [author] 14 Jul, 2017 @ 8:53am 
I have to add this info to the original post. yea inside the mod folder there is a folder namded USERCNFIG. you have to copy and paste that into your ARMA 3 root directory. ALSO, you will have to enable FILEPATCHING in your ARMA launcher of your choice. This will be how it works until i can get some sort of IN GAME UI to be able to modify twpcas_Variables.
Müller 14 Jul, 2017 @ 3:56am 
I'm getting the error: include file userconfig\tpwcas\tpwcas_v2.hpp not found. Any ideas?
domokun 13 Jul, 2017 @ 1:37am 
This is just awesome. I've used it for years (since Arma 2). Suppressive fire is such an important aspect of infantry combat that I'm surprised that his feature hasn't been integrated by BIS into vanilla Arma. Respect to the author for picking up the torch. TPW, Coulum, Fabrizio and Ollem would be proud!